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author | Ansariel <ansariel.hiller@phoenixviewer.com> | 2024-06-11 15:40:09 +0200 |
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committer | Ansariel <ansariel.hiller@phoenixviewer.com> | 2024-06-11 15:40:09 +0200 |
commit | 1ebf62e102cb3f328aa90809f7f5060b8f065db1 (patch) | |
tree | 9283413e8c53d794f94200f2b9350b70ecc2fe49 /indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl | |
parent | d9789bfaf230e301873bd700f6f360d306dc2486 (diff) |
Clean up line endings that got mangled up during last merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl index f6bef1e498..a5a37d80dd 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl @@ -43,7 +43,7 @@ void main() float depth = getDepth(tc.xy); if (above_water > 0) - { + { // we want to depth test when the camera is above water, but some GPUs have a hard time // with depth testing against render targets that are bound for sampling in the same shader // so we do it manually here @@ -60,5 +60,5 @@ void main() vec4 fogged = getWaterFogView(pos.xyz); frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results - + } |